Aliens are a challenge again

SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
The more I play the patch, the more I like it. I didn't play alien too much before the patch since I could run around getting kills while eating a sandwich. The challenge just wasn't there.

That challenge is back.

Skulks actually have to 'look before they leap', if you'll pardon the pun. I think @Gorgenapper said it best when he remarked:
Basically, to put it bluntly, alien easy mode has been turned OFF. What you're seeing and experiencing are withdrawal symptoms. ... Skulks were always designed around ambush tactics, hiding above doorways, in vents and such. They have 70h/10a, just NINE bullets should be able to kill one.
Another part of the problem people are facing is that they have unintentionally made people who play marines that much more skilled by nature of the alien superiority. Given how hard it was to play, most people playing marines have developed far more tactical skill than aliens - who essentially just ran around the map and killed stuff with ease.

Aliens need to work as a TEAM now, something that some may not be used to. So instead of throwing up your hands, step up to the challenge.

Step up your game.
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Comments

  • YummyProduceYummyProduce Join Date: 2013-01-31 Member: 182661Members
    Rotfl. Nobody believes this nonsense; stop trying.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    They're not though. First off, skulk speed is the same. If you were to pace yourself running in a straight line before the patch, you'd find that you move at exactly the same speed now. The difference is not the speed, but how you use it.

    Let's talk in a week, and I can assure you that we'll see a big difference than from a mere 24 hours after the patch has dropped.
  • hankyhanky Join Date: 2011-08-28 Member: 118944Members
    edited March 2013
    What kind of sandwich were you eating?
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    IronHorse wrote: »
    Important to note that losing momentum when touching the ground was unintended and is a bug.

    dun dun dun...........
  • SeeVeeSeeVee Join Date: 2012-10-31 Member: 165206Members
    alien team needs to do some work too... patch 239 the marines had to work their arses off and aliens could fun it up. This patch seems to make things a bit more even. I'm all for having fun while gaming and it is important to keep this game fun. However there needs to be mechanics that make both teams work a bit and also have some fun. If one team is always having the fun then the life of the game is truly doomed. If aliens and marines have to do both it should keep things going strong for this title.

    This game should feel like a war on both sides. There should be a power struggle going back and fourth in each match (if a team is trying) but in order for this to happen mechanics need some tuning.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    Or it's because Skulks have been nerfed so many times it's like they are moving in slow motion now.

    ROFL.

    i've played about 15-20 games since update and always had positive kdr as skulk (and everything else) *flex*.
  • LunosLunos Join Date: 2009-08-18 Member: 68518Members
    I don't know why but my K/D ratio for skulks went through the roof after this patch. Maybe it's because I've always overshot my bites before but now if it's slower? I hit marines A LOT easier. I was always a terrible skulk usually just barely breaking positive or even but today and yesterday I was going 4 to 1 K/D easily.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Know pain wrote: »
    If you found it too easy before then turn off your scripts and macros or stop playing vs rookies.
    No scripts, no macros. Never used then, never will. The day I need to use a script or a macro to play a game is the day I stop playing that game.

    I have *one* mod, a crosshair, and that's it.

    Aliens just were not hard before this patch. I played both sides and the challenge just wasn't there playing aliens before the patch. Kills should never be easy. You should have to work for them.
  • draktokdraktok Join Date: 2013-02-18 Member: 183156Members
    Skulks don't mover slower though, they move the same speed. Get that through your thick head.
  • VigilantiaVigilantia Join Date: 2002-01-25 Member: 51Members
    Timarius wrote: »
    I've said it in another thread, and I'll say it again.

    Since the patch, I refuse to play Skulk. They don't FEEL right. They used to be agile killers who were extremely deadly if you weren't careful... now they're fatter than ever.

    I'm not against the animated fixes making it easier to hit skulks, but the acceleration changes make it unplayable.

    I like my skulks fast and ferocious... not wheezing on the walls towards their next donut filled marine.

    At least that'd explain why the marines can't even jog from Skylight to Topographical. Damn Commander should start dropping Donuts into the enemy hive.
  • draktokdraktok Join Date: 2013-02-18 Member: 183156Members
    edited March 2013

    Except that they do. Lower acceleration means they are a lot more sluggish and unresponsive when turning, and there's that issue of losing all of your speed once you touch the ground. Just because they have the same base speed doesn't mean it isn't affected by other factors.
    Except the ground thing is a bug, and you can still build up the same amount of speed just not as quickly in 2 jumps. They really don't feel much more sluggish unless you were just used to spam jumping on the ground around the map, i guess.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    If you think skulks aren't dramatically slower in 240, then you must not have been using walljump very well before. Yes it's bugged, but they are vastly slower as a result, that's a fact.
  • WhiteWeaselWhiteWeasel Join Date: 2012-11-25 Member: 173197Members
    edited March 2013
    Timarius wrote: »
    So, in summation... they're slower, but they're not slower.
    Velocity is just as fast as before, acceleration is not. So, fast at running, no longer as maneuverable.
  • sanobrewsanobrew Join Date: 2007-05-04 Member: 60801Members
    Before the Gorgeous update I was mainly an Aliens player because Marines demanded much more work from you and it just wasn't as fun playing as them. I must say that I enjoy playing Marines a lot more after the patch. As many have been claiming, my Skulk play too has been suffering from the patch, I seem to die a lot sooner than I did before (has something to do with the fixed hitboxes?) but this simply means I must improve my play. The guys at UWE know that they're doing, if they know something is a problem they'll fix it. They've spent 8 years developing this game and I'm sure they won't just leave it alone.
  • CalegoCalego Join Date: 2013-01-24 Member: 181848Members, NS2 Map Tester
    I for one am definately not experiencing the Marine always winning condition. I don't know the numbers but I've played a fair number of games where aliens have still won. It may have been more difficult for them, but that's only a good thing IMO. I agree with the OP.
    Though the unintentional thing should be fixed to see if people will stop whining about it.
  • TyrsisTyrsis Join Date: 2002-11-15 Member: 8804Members
    edited March 2013
    Savant wrote: »
    CyberKun wrote: »
    What I can say is that the movement of Skulks feels horrible how, and just saying LOL SKILL, is quite pathetic.
    It's not pathetic at all. What's pathetic is that the patch has been up for all of a *DAY* and people are responding like they have been playing it for a year.

    I'm amazed how - despite playing for months - people said that the key to ending the marine imbalance was for people to 'learn to play'. Now that there has been a balance shift, all I'm hearing is "It's too hard!"

    Seriously?

    Take away people's easy kills and all of a sudden we get people posting "goodbye" in the forum.

    Seriously?

    Did people really think that the game would remain imbalanced towards aliens forever?

    I think the issue here is that there used to be a skill ceiling on a skulk that made them usable mid and late game. That ceiling is gone once jetpacks come out because of this nerf. You can no longer do the acrobatic jumps that you used to be able to do with gravity + leap to keep you in the face of a marine trying to flee with a jetpack. You probably don't see it if you're doing a 50-1 fade run, but you definitely see it if your fade gets popped if you made a mistake.

    Yes the start game skulk is painful now, but somewhat comparable to how it was. To be honest most pubs had pub stars on them anyway, so you couldn't just go crazy with the skulk anymore anyway.

    The main issue here is the skill floor got raised since now the skulks move around like in mud, so newbies get absolutely murdered and the skill ceiling got lowered since you can't really use the low friction off gravity anymore. Why are you so happy that people who spent a lot of time getting good with the skulk movement got absolutely nullified by this? Of course they are going to get angry as the motive behind this seems pretty sketchy. If they needed a base unit nerf, why not change glancing bites or mess with the damage cone some more. Why would you mess with a movement system that has been around literally since 220 or so? Competitive skulks were already tamed pretty well by good aiming marines. All this really did was make pub skulks a joke.

    EDIT: Just noticed someone said momentum loss is a bug. If that's the cause then _whew_, I will reserve any more judgements until that gets fixed then.
  • CyberKunCyberKun Join Date: 2013-02-02 Member: 182733Members, Reinforced - Shadow
    Savant wrote: »
    Take away people's easy kills and all of a sudden we get people posting "goodbye" in the forum.

    ...


    Did people really think that the game would remain imbalanced towards aliens forever?
    IronHorse wrote: »
    Important to note that losing momentum when touching the ground was unintended and is a bug.

    Note: It is a bug. The first thing you do is when you see the bug is laugh at Aliens and say how they have to get better. Not only is it hugely insulting to every alien player, this thread is the exact same as the people posting goodbyes. Whine.

    Notice that I did say ANYTHING about the balance. I only said the movement was horrible and called you out for your whine. Remember the last time you had a whine and got called out? Here, let me get it.
    fanatic wrote: »
    I don't understand how you have the gall to keep posting after this exchange. That you don't even acknowledge that you just proved your complete lack of understanding of even fundamental gameplay mechanics after brazenly dismissing two experienced players telling you to stop posting misinformation proves what kind of a person you are. I'd call you the Comical Ali of these forums, but that would be a disservice to him, because at least he provided some entertainment value.

    What I meant to say, you are pathetic.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Tyrsis wrote: »
    I think the issue here is that there used to be a skill ceiling on a skulk that made them usable mid and late game. That ceiling is gone once jetpacks come out because of this nerf. You can no longer do the acrobatic jumps that you used to be able to do with gravity + leap to keep you in the face of a marine trying to flee with a jetpack. You probably don't see it if you're doing a 50-1 fade run, but you definitely see it if your fade gets popped if you made a mistake.
    Mid/late game skulk usability is still viable as it was always based around leap + one of the big upgrades (e.g. cara or celerity). I know UWE wants to keep the whole "non-obsolescence/skulks viable late-game" going, but I largely think its a fools errand. Late-game aliens is about higher lifeforms, such that skulks should be pretty terrible imo.

    The early game changes we're certainly a skill floor increase, but something like this was pretty terribly needed. The way the early-game economic battle works is that marines typically need to get 1.5-2x more res flow than aliens to keep up in tech. However, many pub matches ended up with marines unable to push out and content more than a couple of RTs, letting aliens get the res advantage. Reverting it to where aliens have trouble pushing out and marines have freer range of the map works out much better economy-wise.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    edited March 2013
    Savant wrote: »
    Take away people's easy kills and all of a sudden we get people posting "goodbye" in the forum.

    Well maybe if you did your job and pointed out rather obvious problems with certain changes, which, per chance, reduced the fun factor.. A THOUSAND FOLD... Maybe, just maybe, we won't get people posting "goodbye" Threads on the forum? HMM?
    It's not easy kills people are crying about.
    It's fun, or rather, the lack of fun, that has been INCREASINGLY GETTING WORSE, in the past few patches, since release.
    And you think it's because of "Easy kills"?!
    Seriously?

    Edit:

    Just thought i'd add, it's not just this update and those changes people are displeased with.
    It's all the cumulative updates, and this one just tipped it over the edge.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited March 2013
    I feel I should elaborate / add some context, since my quote has been passed around a bit already..

    Yes, there's a bug with maintaining momentum when hitting the ground from a wall jump, and yes this impacts your overall speed and therefore mobility / evasive nature.
    But you should not let this discount the other factors that have lessened skulk effectiveness. Lowering the ground accel didn't simply make skulks less twitchy movement wise, it fixed horrid animation issues as well.

    To send my point home, here's a quick reference video i made of just a singular animation issue that existed before this patch with wallwalking orientation:

    I have 2 others regarding ground accel induced animation issues alone, and many more of other issues..

    My point is this: Yes a bug leads to less maintained momentum from walljumping. Yes this makes you feel like a brick and probably interferes with overall effectiveness to a degree.
    But fixes with hitreg (!) and wonky/spastic animations also have a great impact in regards to effectiveness, imo.
    For instance, when you are chomping at the feet of a marine, are you landing from a walljump each time? Probably not. And even if you were, the difference in the loss of speed when converted to milliseconds equates to an almost negligible amount compared to average reaction times ~ 200 ms.
    A more pertinent question is: Are you juking with strafe constantly when biting that marine? Probably.
    Less wonky animation issues + less spastic change in direction + better hitreg = the impacting difference.

    This is why the other important factors need to be considered, at the very least, imo.
    And yes i agree it can feel like a brick due to that bug.. :)
  • VigilantiaVigilantia Join Date: 2002-01-25 Member: 51Members
    edited March 2013
    CyberKun wrote: »
    Savant wrote: »
    Take away people's easy kills and all of a sudden we get people posting "goodbye" in the forum.

    ...


    Did people really think that the game would remain imbalanced towards aliens forever?
    IronHorse wrote: »
    Important to note that losing momentum when touching the ground was unintended and is a bug.

    Note: It is a bug. The first thing you do is when you see the bug is laugh at Aliens and say how they have to get better. Not only is it hugely insulting to every alien player, this thread is the exact same as the people posting goodbyes. Whine.

    Yes, it is a bug. Yes, Savant's post is whining/gloating but: You'll also recall the marine warning system was also bugged. What happened? Certain aliens laughed at marines and told them learn to play. There is no alarm bug, you marines just suck.

    So even though it is a bug and UWE should fix it quickly to even up the matchup, LEARN TO PLAY like marines had to until UWE fixes it. Lose games like marines did and wait for the considerably faster hotfix UWE will most likely put out. Where were you on your high horse when some people saying "L2P, Alert System is fine."

    @Ironhorse: Thanks for that. I didn't even noticed it was that bad before. I also just noticed skulks turn their head before moving their bodies (unlike NS1). Probably was too busy rifle butting them away to notice before.
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